Right now on my 15.8k GS CW I do completely horrible, in every single PvP match, every single class no matter the gearscore can easily outhit me hit per hit ratio, I'm utterly helpless when even out of reach and spamming all abilities and at wills in the same time it would take me to get someone of comperable gear but different class to half health, I would have gotten killed several times over. The 'glass cannon' idea of CW's with naturally low defence on this game are completely absurd and the class should just be removed because it's false hope for anyone who wants to PvP in any way shape or form. That being said, I went onto my HR which is only 12.2k GS, and outmatches everyone I came across in PvP, which to me seems a bit odd seeing as how a different class with over 3k less gs has easily triple the effect on a PvP match. Makes no sense to me and I guarantee that a lot of other people have the same issue.
What puzzles me the most is the fact that Versus a GWF or GF, in theory a mage has a significant advantage because of the combat triangle and that magic conducts through armor like lightning ect. BUT in the game of Neverwinter, the common rules of mage > melee archer > mage don't apply. derp of a game
Right now on my 15.8k GS CW I do completely horrible, in every single PvP match, every single class no matter the gearscore can easily outhit me hit per hit ratio, I'm utterly helpless when even out of reach and spamming all abilities and at wills in the same time it would take me to get someone of comperable gear but different class to half health, I would have gotten killed several times over. The 'glass cannon' idea of CW's with naturally low defence on this game are completely absurd and the class should just be removed because it's false hope for anyone who wants to PvP in any way shape or form. That being said, I went onto my HR which is only 12.2k GS, and outmatches everyone I came across in PvP, which to me seems a bit odd seeing as how a different class with over 3k less gs has easily triple the effect on a PvP match. Makes no sense to me and I guarantee that a lot of other people have the same issue.
4/4 profound thaum & all rank 8 enchants + greater vorp and soulforged.
am i doing something wrong or is the class simply a joke?
Honestly I'm not sure why you'd expect great single target damage from a Wizard,
AoE damage yes, that's top of the line. But the Single target damage, while good, is still only about 75% to 80% of a rogue.
The control powers used to be excellent for PvP and allowed Control Wizards to do Single target damage even at a reduced rate and still be able to win matches, because even with lesser single target damage, they could survive long enough to kill. But large single target damage was never the forte of Wizards in this game from day one.
It was AoE power, but its not like you can use that in PVP very easily.
Unfortunately the control powers nerfs the CWs got due to PvP issues crippled any real chance of it being true control wizard again. Those days are long gone.
You can still see a glimmer of it, but you're never going to see the true control wizard again. In the real D&D game Wizards used to have a spell called Confusion, which admittedly would be hilarious in this game in PVP... as it would have the effect of scrambling the powers of enemies on their Encounter and At Will bar or making some of them delayed or not work at all. It is surprising the Devs never implemented that, but it would be hilarious, because anything could happen. Lol movement keys all messed up, encounter, at will, and daily power slots swapping briefly.
That would be an awesome PvP spell. Course you could end up causing the guy's Daily to go off on you instead which might hurt a little or maybe just one strike of their at will power heheh.
Honestly though Control Powers in PvP just torque the other players off, so I wouldn't count on them ever working effectively again.
The Devs will need to move the AoE powers to go off in PvP instantly like Shards, and lower the casting time of Sudden Strike, since the Control powers of the wizard are obviously just never going to happen in PvP again. And nerfing PvP damage while bringing the rest of the classes to relative human levels of Single Target damage, makes the mage just a pop gun there because this was never the mage's strong suit in the first place.
So... its going to have to become an AoE class like it did on the PvP side.
What powers do you typically slot in PvP and what passives? Eye of the Storm should mean you can drop your crit by 1500 and dump somewhere else without really seeing a big drop in crits. If you use Icy Rays, Ice Knife, RoE, EF and Ice Knife in PvP, then your Armor Pen is totally wasted too //
Tele Savalas, Dwarf Thaumaturge CW
Putting the Buff into Debuff since 2013 \o/ (Does that even make sense)?
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degraafinationMember, Neverwinter Beta UsersPosts: 0Arc User
Right now on my 15.8k GS CW I do completely horrible, in every single PvP match, every single class no matter the gearscore can easily outhit me hit per hit ratio, I'm utterly helpless when even out of reach and spamming all abilities and at wills in the same time it would take me to get someone of comperable gear but different class to half health, I would have gotten killed several times over. The 'glass cannon' idea of CW's with naturally low defence on this game are completely absurd and the class should just be removed because it's false hope for anyone who wants to PvP in any way shape or form. That being said, I went onto my HR which is only 12.2k GS, and outmatches everyone I came across in PvP, which to me seems a bit odd seeing as how a different class with over 3k less gs has easily triple the effect on a PvP match. Makes no sense to me and I guarantee that a lot of other people have the same issue.
4/4 profound thaum & all rank 8 enchants + greater vorp and soulforged.
am i doing something wrong or is the class simply a joke?
Haha, I just started a very similar thread. Since the lovely new stat, Tenacity, was introduced, it took away CWs two main strengths: Burst damage and CC. I run a very similar set up, but I use HV (I tried the new PVP gear... awful). I can 1v1 against another CW and a DC. That's about it.
What powers do you typically slot in PvP and what passives? Eye of the Storm should mean you can drop your crit by 1500 and dump somewhere else without really seeing a big drop in crits. If you use Icy Rays, Ice Knife, RoE, EF and Ice Knife in PvP, then your Armor Pen is totally wasted too //
The most frustrating part is that they put quite a bit of it on the PVP sets and jewelry, so if you want some tenacity you now have to stack a stat that provides absolutely no benefit to you. BRILLIANT!
Overall, GWF seem to be doing less damage than on live; can't test atm since the 40% change won't happen until next patch, but currently gwf do significantly less damage than on live (on higher geared GWF).
And who said that Gwfs should be doing more damage...? They are already top of paingiver.
They only fixed a buggy feat!
You do realize the only reason GWF are even in parties now is because of their damage, correct? If that drops, another CW is always a (better) option. That's the issue with CW in PvE right now; they are everything in 1 and an extra CW is usually FASTER than taking anyone else, except GWF currently on some occasions. How does that make any sense for balance in PvE? Remember when people asked for GWF for parties in module 1? It never happened, ever. That buggy feat is what raised the GWF from the grave and I doubt any GWF wants to go back into the abyss.
Edit: and the reason for that post was because you seem to think the current changes aren't a nerf. While the 40% can't be fully checked, the current changes (at 20%) are a decent drop in damage (the only thing keeping parties wanting them).
I am not a very experienced CW, because my main characters are a GF, and a GWF.
However, I have been tought to correctly use the CW class in PVP by my guildmaster CERBERA who uses "Stox Build".
Like I often do, you should rock in PvP if you have:
1. Full vizier set armor
2. Any set of Weapons (CN, MC, VT)
3. Correct equip (ex: pyrotech rings)
4. Slot the following powers. TAB use ICY RAYS, Q use Conduit of Ice, E use Chill strike, R use Entagleling force
5. THAUMATURGE PATH is a MUST.
After this, you should be fine in PvP. Consider that my CW Mahary is only 13.5K. See if you like it.
For the guys talking about the GFW,
The Sentinel is a walking Wall if well spec, the damage is as high as a full GF DPS, and it can grants enormous buffs to PvE teams when using Greater Plague fire Enchants.
The Destoryer is softer than the Sentinel, so it is not reccomandable for PvP, but when it is well spec. it also overpower CWs, if it slot a Vorpal, and it can nicely control mobs.
You might think that the GWF is getting beduffed in the next patch because the DVs are "fixing" it. But, have a look at the list of augments to the Destoryer class. Soon, theer wil be GWF everywhere in this game, because they will be OP wither in PvP (sentinels already are), and PVE (destroyers will soon be OP).
No Gwfs are tanks as well or at least they should be.
Implies that PvE needs tanks. It doesn't. Stacked CWs make tanks utterly redundant.
GWFs are popular now because of the damage (mostly from their ridiculous deep gash ticks). Reduce that and it's "back into the bin with all the GFs (and TRs and HRs, to be brutally honest)".
That is not correct. Only the destroyer's top tier feat got a 40% buff, which you have to build up and sustain.
Both is easy to do in PVE but might be difficult in PVP (building determination in PVE is much easier than in PVP).
I have played a lot of matches against CW in domination, and they are not that bad. 1 of them is a good match. As long as they don't blow thier wad too soon. I only win against them when they use all thier cooldowns in the initial encounter, and then try and run away until they come back up. If i survive the ice knife and everything that comes before, i CAN win. Not always but I can. The ones that do me in, are the guys who slowly and methodically kill me while keeping max distance using cc. When i run into a gopod cw alone, i ignore them usually, but it takes a death to find out which ones are good
Guys, I have read the whole thread and want to step in and point something out. We are actively thinking about CWs and what to do with them right now (although I cannot give a timeline on anything relating to that right now). Balance is a really delicate situation and not one we make drastic changes to lightly. This was a case where if we did nothing every single GWF would have lost a substantial portion of their performance with no buffs to compensate. That said, this is why we put things like this on the preview shard. We want you guys to test it and get a feel for the intent and direction the class is moving so you can help shape it.
To be perfectly frank, the CW is very much out of line right now. They provide too much damage and their AoEs don't really conform to the same damage rules as they ideally should. But we have looked at various reasons as to why they cause problems and some of that lies in their feats, some in their base ratios, some in target caps, and that is really quite a few dials to tune all at once. We are looking at where they belong and what role they need to fit into in combat, as well as ways to preserve some roles that players enjoy without making them the best option at all times.
With all that in mind, please look at GWF performance alongside TR and HR as those are much closer to the performance values we would like to see. And we are aware of the struggle of Sentinels trying to hold threat and still be survivable. We want to examine tanking but we don't know when we will have something ready for that because it is a very difficult and complex set of changes to make Tanking feel gratifying without disabling gameplay for other players.
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degraafinationMember, Neverwinter Beta UsersPosts: 0Arc User
Yeah, but things like "changing the target cap of AoEs" is unlikely to have any real effect on PvP.
If you mean lowering target caps, that will just make the PvE problem worse since people will stack more CW (if that is even possible) to make up for the lost targets. Sure, it doesn't affect PvP in the slightest, but it makes the PvE situation worse.
The problem is how likely is each solution:
-nerf CWs? very likely to happen.
-make all other classes better to stand a change against CWs in PVE? Much less likely
-completely change the dungeon structure to have less adds? even less likely.
That's why many people think nerfing CW would work, because most people don't think the other options will ever happen.
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silverquickMember, Neverwinter Beta UsersPosts: 1Arc User
That's why many people think nerfing CW would work, because most people don't think the other options will ever happen.
Heh, and that won't even work.
It will just cause people to stack more and more CWs in order to get through the PVE content because the other single target classes are useless in Mass Mob situations.
I personally believe a good solution would be to increase the CW control part and lessen the damage of their AOEs, and ALSO for all new dungeons, make them much less add heavy, at least bosses. Make bosses hard because they are hard to beat, not because you have to avoid being hit by 23904820394 adds while fighting it. Give the bosses skills that can 1 hit weak classes, make them need a tank, make them need other classes, give them strategies to beat them.
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silverquickMember, Neverwinter Beta UsersPosts: 1Arc User
I personally believe a good solution would be to increase the CW control part and lessen the damage of their AOEs,.
They can't, those were already heavily nerfed early in the game due to PvP complaints.
On top of that, the AoE portion of the mage doesn't contain many actual control parts, their control powers are concentrated in mostly single target spells.
Heh, and yeah Icy Terrain doesn't cut it when it has to tick 3 times before it freezes things and has a very small area. Lots of dead people before that will happen.
So yeah, nerfing the damage will only shoot everyone else in the foot.
that's why I said lessen the damage AND INCREASE the control part. if you just lessen the damage then of course they'll get beaten up badly.
Nope, they won't because the other extra control wizards they just stacked in the party will of course... nuke the <font color="orange">HAMSTER</font> out of them in place of the rogue slot they just replaced with another CW, as he's useless in mass mobs.
You're going in the wrong direction here.
If you want other classes to be needed in a party, ONLY ONE CW... will have to be able to do the entire job making any additional CWs a waste of a party slot like the rogue is currently. So the actual solution is the opposite. Basically making it only necessary for one CW to do the job in a party. That would of course mean upping his damage and recast timers both to a level that allows one mage to nuke an entire crowd rather than 3 or 4... because nerfing his damage will just result in more CWs required in party to do the same job.
Comments
CRAZY MIKE - 14.6k PvE CW
Backbone - 16.7k PvP HR
[SIGPIC]http://i59.tinypic.com/s3hts7.png[/SIGPIC]
Honestly I'm not sure why you'd expect great single target damage from a Wizard,
AoE damage yes, that's top of the line. But the Single target damage, while good, is still only about 75% to 80% of a rogue.
The control powers used to be excellent for PvP and allowed Control Wizards to do Single target damage even at a reduced rate and still be able to win matches, because even with lesser single target damage, they could survive long enough to kill. But large single target damage was never the forte of Wizards in this game from day one.
It was AoE power, but its not like you can use that in PVP very easily.
Unfortunately the control powers nerfs the CWs got due to PvP issues crippled any real chance of it being true control wizard again. Those days are long gone.
You can still see a glimmer of it, but you're never going to see the true control wizard again. In the real D&D game Wizards used to have a spell called Confusion, which admittedly would be hilarious in this game in PVP... as it would have the effect of scrambling the powers of enemies on their Encounter and At Will bar or making some of them delayed or not work at all. It is surprising the Devs never implemented that, but it would be hilarious, because anything could happen. Lol movement keys all messed up, encounter, at will, and daily power slots swapping briefly.
That would be an awesome PvP spell. Course you could end up causing the guy's Daily to go off on you instead which might hurt a little or maybe just one strike of their at will power heheh.
Honestly though Control Powers in PvP just torque the other players off, so I wouldn't count on them ever working effectively again.
The Devs will need to move the AoE powers to go off in PvP instantly like Shards, and lower the casting time of Sudden Strike, since the Control powers of the wizard are obviously just never going to happen in PvP again. And nerfing PvP damage while bringing the rest of the classes to relative human levels of Single Target damage, makes the mage just a pop gun there because this was never the mage's strong suit in the first place.
So... its going to have to become an AoE class like it did on the PvP side.
This is the first I'm hearing about this
Haha, I just started a very similar thread. Since the lovely new stat, Tenacity, was introduced, it took away CWs two main strengths: Burst damage and CC. I run a very similar set up, but I use HV (I tried the new PVP gear... awful). I can 1v1 against another CW and a DC. That's about it.
Join Essence of Aggression: PVP-ing Hard Since Beta!
Join Essence of Aggression: PVP-ing Hard Since Beta!
The most frustrating part is that they put quite a bit of it on the PVP sets and jewelry, so if you want some tenacity you now have to stack a stat that provides absolutely no benefit to you. BRILLIANT!
What nerf? Gwfs got 40% buff...
Overall, GWF seem to be doing less damage than on live; can't test atm since the 40% change won't happen until next patch, but currently gwf do significantly less damage than on live (on higher geared GWF).
And who said that Gwfs should be doing more damage...? They are already top of paingiver.
They only fixed a buggy feat!
You do realize the only reason GWF are even in parties now is because of their damage, correct? If that drops, another CW is always a (better) option. That's the issue with CW in PvE right now; they are everything in 1 and an extra CW is usually FASTER than taking anyone else, except GWF currently on some occasions. How does that make any sense for balance in PvE? Remember when people asked for GWF for parties in module 1? It never happened, ever. That buggy feat is what raised the GWF from the grave and I doubt any GWF wants to go back into the abyss.
Edit: and the reason for that post was because you seem to think the current changes aren't a nerf. While the 40% can't be fully checked, the current changes (at 20%) are a decent drop in damage (the only thing keeping parties wanting them).
No Gwfs are tanks as well or at least they should be.
Its really sad because lots of dps class will be merging out soon...
Warlock , monks, buffed HRs...
I do remember Gwfs in mod1.
95% of them was sentinels playing pvp and wondering why they didn't call to pve while the rest of them was very good...
Yes its not a nerf its a fix and Gwfs get tremendous buffs in compensation! But I think you want 60 or 80%...
I am not a very experienced CW, because my main characters are a GF, and a GWF.
However, I have been tought to correctly use the CW class in PVP by my guildmaster CERBERA who uses "Stox Build".
Like I often do, you should rock in PvP if you have:
1. Full vizier set armor
2. Any set of Weapons (CN, MC, VT)
3. Correct equip (ex: pyrotech rings)
4. Slot the following powers. TAB use ICY RAYS, Q use Conduit of Ice, E use Chill strike, R use Entagleling force
5. THAUMATURGE PATH is a MUST.
After this, you should be fine in PvP. Consider that my CW Mahary is only 13.5K. See if you like it.
For the guys talking about the GFW,
The Sentinel is a walking Wall if well spec, the damage is as high as a full GF DPS, and it can grants enormous buffs to PvE teams when using Greater Plague fire Enchants.
The Destoryer is softer than the Sentinel, so it is not reccomandable for PvP, but when it is well spec. it also overpower CWs, if it slot a Vorpal, and it can nicely control mobs.
You might think that the GWF is getting beduffed in the next patch because the DVs are "fixing" it. But, have a look at the list of augments to the Destoryer class. Soon, theer wil be GWF everywhere in this game, because they will be OP wither in PvP (sentinels already are), and PVE (destroyers will soon be OP).
Take care guys.
Implies that PvE needs tanks. It doesn't. Stacked CWs make tanks utterly redundant.
GWFs are popular now because of the damage (mostly from their ridiculous deep gash ticks). Reduce that and it's "back into the bin with all the GFs (and TRs and HRs, to be brutally honest)".
And GFs don't have a stat giving them crit. That's a huge disadvantage too. So what?
That is not correct. Only the destroyer's top tier feat got a 40% buff, which you have to build up and sustain.
Both is easy to do in PVE but might be difficult in PVP (building determination in PVE is much easier than in PVP).
That's a PVE comment, and the OP was referring to PVP, where CWs get crushed since our lovely new Tenacity stat.
Join Essence of Aggression: PVP-ing Hard Since Beta!
AFAIK balancing has always affected both PVE and PVP. So be prepared for changes to the CW ;-)
If you mean lowering target caps, that will just make the PvE problem worse since people will stack more CW (if that is even possible) to make up for the lost targets. Sure, it doesn't affect PvP in the slightest, but it makes the PvE situation worse.
-nerf CWs? very likely to happen.
-make all other classes better to stand a change against CWs in PVE? Much less likely
-completely change the dungeon structure to have less adds? even less likely.
That's why many people think nerfing CW would work, because most people don't think the other options will ever happen.
Heh, and that won't even work.
It will just cause people to stack more and more CWs in order to get through the PVE content because the other single target classes are useless in Mass Mob situations.
Kinda like shooting yourself in the foot.
They can't, those were already heavily nerfed early in the game due to PvP complaints.
On top of that, the AoE portion of the mage doesn't contain many actual control parts, their control powers are concentrated in mostly single target spells.
Heh, and yeah Icy Terrain doesn't cut it when it has to tick 3 times before it freezes things and has a very small area. Lots of dead people before that will happen.
So yeah, nerfing the damage will only shoot everyone else in the foot.
Nope, they won't because the other extra control wizards they just stacked in the party will of course... nuke the <font color="orange">HAMSTER</font> out of them in place of the rogue slot they just replaced with another CW, as he's useless in mass mobs.
You're going in the wrong direction here.
If you want other classes to be needed in a party, ONLY ONE CW... will have to be able to do the entire job making any additional CWs a waste of a party slot like the rogue is currently. So the actual solution is the opposite. Basically making it only necessary for one CW to do the job in a party. That would of course mean upping his damage and recast timers both to a level that allows one mage to nuke an entire crowd rather than 3 or 4... because nerfing his damage will just result in more CWs required in party to do the same job.